﻿using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class ItemExpConfigId : ItemFun<ItemBase>
{

    public override bool IsSuit(ItemBase item, object args)
    {
        int id = (int)args;
        return item.ConfigId == id;
    }
}

public class ItemExpBind : ItemFun<ItemBase>
{
    public override bool IsSuit(ItemBase item, object args)
    {
        bool isBind = (bool)args;
        return item.Bind == isBind;
    }
}


public class ItemExpTimeType : ItemFun<ItemBase>
{
    public override bool IsSuit(ItemBase item, object args)
    {
        TimelimitEnum timeType = (TimelimitEnum)args;
        return item.TimeType == timeType;
    }
}

public class ItemExpIsEquip : ItemFun<ItemBase>
{
    public override bool IsSuit(ItemBase item, object args)
    {
        return item.BigType == (int)ItemType.Equip;
    }
}

public class ItemExpIsMaterial : ItemFun<ItemBase>
{
    public override bool IsSuit(ItemBase item, object args)
    {
        int type = item.BigType;
        return type == 2 || type == 4 || type == 6;
    }
}

public class ItemExpIsSpecial : ItemFun<ItemBase>
{
    public override bool IsSuit(ItemBase item, object args)
    {
        int type = item.BigType;
        return type == 1 || type == 5 || type == 7 || type == 8;
    }
}


